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Changes in

  • Increase the input field for monster size to hold more than the size category
  • All roll templates use a standardized 'title' and 'subtitle' to populate the template heading

To get notified on future updates, discuss changes, or contribute suggestions, please follow this topic on the forum: https://app.roll20.net/forum/post/9311682/official-ad-and-d-2e-revised-update-thread

To view the full change log and sheet documentation, please visit the wiki page!
https://wiki.roll20.net/ADnD_2nd_Edition_Character_sheet#Changelog


Character Sheet  Monster Sheet  DM Screen  Sheet Settings

Info  Attributes  Weapons  Rogue  Turning  Proficiencies

Spells  Psionics  Equipment  Currency  Followers  Journal

All Character Info


Details  Tracker  Domain

Player and Character

Roll20 Name
Player Name:
Character Name:
Title:
Class:
| | | |
Level:
| | | |
Kit:
Alignment:

Character Details

Race: Gender:
Hair Color: Eye Color:
Complexion: Features:
Homeland: Deity:
Vision: Secondary Skill:
Height:
Weight:
Age:
Max Age:
Handedness:

Racial Notes:


Class Notes:


Experience

Class:
To Next:
Current Exp:
Gained Exp:
New Exp Total:
Prime Req Exp Total:
Prime Requisite Bonus:
%

Experience

Class:
To Next:
Current Exp:
Gained Exp:
New Exp Total:
Prime Req Exp Total:
Prime Requisite Bonus:
%

Experience Notes:

Hit points and Armor Class

Value Current / Maximum
HP: /
Temp HP: /
AC: /
AC Missile: * Body shield gives +2 vs missile
AC Surprised: * No Dex bonus
AC Shieldless: * No AC from shield
AC Back: * No Dex bonus or Shield AC
AC Head (opt): * The Complete Fighter's Handbook p. 107+122 ⓘ
* Player's Option: Combat & Tactics p. 43, 146-150 ⓘ
AC Touch (opt): * Player's Option: Spells & Magic p. 120: No base AC from Armor. Magical bonuses from Armor still apply.

Armor Type & Special Defenses:


Surprise Roll

Racial Class Dex Misc Surprise

Concealed and Secret Door roll

Target Racial Search
Notes for finding Concealed/Secret doors Concealed doors
  • All characters automatically find a concealed door when actively searching for it. (DMG p. 176)
  • Elves and Half-elves have a 3 in 6 chance of finding a concealed door when merely passing with in 10 feet of it.
    • This is a departure from the PHB p. 29-31. Since the DMG states that all character automatically finds a concealed door when actively searching, the Elf and Half-elf 3 in 6 of actively finding a concealed door has been moved from the active search to passive.
Secret doors
  • Non-elven characters have a 1 in 6 chance of finding a secret door when actively searching for it. (Sage Advice #152 p. 14 + Sage Advice #273 p. 114)
  • Elves and Half-elves have a 2 in 6 chance of finding a secret door when actively searching for it. (PHB p. 29-31)
DM information on doors is found in the DMG p. 176

Movement

Basic  Barbarian  Advanced
Mount  Swimming  Flying
Speed Over
Land
Run
Speed
Weight Penalty
Base
Light
Moderate
Heavy
Severe

Movement Details:

Speed Over
Land
Run
Speed
Weight Penalty
Base
Light
Moderate
Heavy
Severe

Movement Details:

Movement Rate |Weight |Penalty |Notes
12/6
11/5
10/5
9/4
8/4
7/3
6/3
5/2
4/2
3/1
2/1
1/1

Movement Details:

Speed Double
Speed
Triple
Speed
Base
Weight
Notes
Base
2/3
1/3
1

Movement Details:

Speed Double
Speed
Triple
Speed
Weight Penalty
Base
Light
Moderate
Heavy
Severe

Movement Details:

Speed Half
Speed
Angle Passes Penalty
Class A
Class B
Class C
Class D
Class E

Movement Details:

Saving Throws

Standard  Ravenloft
Target Modifier Notes
Paralyzation
Poison
Death
Rod
Staff
Wand
Petrification
Polymorph
Breath
Spell
Paralyzation Target Modifier Notes
Fear
Horror
Madness

Magic Resistance

Magic Resist Target Modifier Notes

Save and Magic Resistance Details:

Saving throw modifier notes
  • Dwarves, Gnomes, Halflings: Get +1 saving throw vs Wands, Staves, Rods and Spells for every 3½ points in Constitution. (PHB p. 28, 30, 32)
  • Dwarves, Halflings: Get +1 saving throw vs poisons for every 3½ points in Constitution. (PHB p. 28, 30)
  • Elves have 90% resistance to Sleep and Charm-related spells. (PHB p. 29)
  • Half-Elves have 30% resistance to Sleep and Charm-related spells. (PHB p.30)
  • Humans, Elves, Gnomes, Half-elves: Get bonus to saving throw vs Poison from high Constitution. It does not affect Dwarves and Halflings (PHB p. 21)
  • Dexterity Defense Adjustment: Affects saving throws against attacks that can be dodged, like lightning bolt. (PHB p. 20, DMG p. 93)
  • Wisdom Magical Defense Adjustment: Only affects spells that attack the Mind such as: beguiling, charm, fear, hypnosis, illusions, possession, suggestion, etc. (PHB p. 23, DMG p. 93)
  • Psionicists: Gain a +2 bonus on all saving throws vs. enchantment/charm spells and the like. (The Complete Psionics Handbook p. 14)
  • Magical Armor: Gives bonus to saving throws vs something physical. Magical armor never gives a saving throw bonus against gas (which it cannot block), poison (which operates internally), and spells that are mental or that cause no physical damage. (DMG p. 93)

Character Points:

Gained Spent Left
Race
Class
N.W.P.
Weapon
Bonus
Level
Special Talents
Traits
Disadvantage
Totals
Domain
Power
Maint.
Cost
Treasury Court
Maint.
Bloodline
Strength
Bloodline
Derivation
Curr Regency
Points
Diplomacy
Effects
Domain
Power
Maint.
Cost
Treasury Court
Maint.
Bloodline
Strength
Bloodline
Derivation
Curr Regency
Points
Diplomacy
Effects


Domain (Birthright):



Name of
Domain
Name of
Province
Province
Rating
Magic
Rating
Castle
Court
Taxes
Level
Taxes
Collected
Loyalty Regency
Collected
 
Law Collected Fortification Temples Collected Fortification Guilds Collected Fortification Sources

Province Information:



Name of
Domain
Name of
Province
Province
Rating
Magic
Rating
Castle
Court
Taxes
Level
Taxes
Collected
Loyalty Regency
Collected
 
Law Collected Fortification Temples Collected Fortification Guilds Collected Fortification Sources

Province Information:



Attributes


Standard  Player's Option

Ability Scores

Ability
Score
Hit
Probability
Damage
Adjustment
Weight
Allowance
Maximum
Press
Open
Door
Bend Bars/
Lift Gate
Notes
%
Ability
Score
Reaction
Adjustment
Missile Attack
Adjustment
Defensive
Adjustment
Notes
Ability
Score
Hit Point
Adjustment
System
Shock
Resurrection
Survival
Poison
Save
Regeneration Notes
% %
Ability
Score
Number of
Languages
Maximum
Spell Level
Change to
Learn Spell
Max. # of
Spells/Level
Illusion
Immunity
Notes
%
Ability
Score
Magical Def
Adjustment
Bonus
Priest Spells
Priestly
Spell Failure
Spell
Immunity
Notes
%
Ability
Score
Maximum Number
of Henchmen
Loyalty
Base
Reaction
Adjustment
Notes
Ability
Score
Reaction
Adjustment Bonus
Notes
**Optional**
Comeliness
Ability
Score
Notes
Hit
Probability
Damage
Adjustment
Weight
Allowance
Maximum
Press
Open
Door
Bend Bars/
Lift Gate
Notes
%
Reaction
Adjustment
Missile Attack
Adjustment
Defensive
Adjustment
Notes
Hit Point
Adjustment
System
Shock
Resurrection
Survival
Poison
Save
Regeneration Notes
%
%
Number of
Languages
Maximum
Spell Level
Change to
Learn Spell
Max. # of
Spells/Level
Illusion
Immunity
Notes
%
Magical Def
Adjustment
Bonus
Priest Spells
Priestly
Spell Failure
Spell
Immunity
Notes
%
Maximum Number
of Henchmen
Loyalty
Base
Reaction
Adjustment
Notes
Wishing for Ability Scores The higher your ability score currently is, the more wishes it takes to increase it. See below:
  • 15 or lower: Each wish raises the ability score one point. 1 wish is need to increase Dexterity from 15 to 16. DMG (Revised / Black book) p. 16
  • 16-20: Each wish raise the ability score one-tenth of a point. 10 wishes is needed to raise Dexterity from 16-17. DMG (Revised / Black book) p. 16
    • Warriors with 18 Strength: Each wish increase the exceptional strength percentile score by 10 percent. It takes 11 wishes to reach Strength 19. DMG (Revised / Black book) p. 16
  • 21-25: Each wish raises the ability score one-twentieth of a point. 20 wishes is needed to increase Dexterity from 21 to 22. DMG (Original / Blue book) p. 12 & Sage Advice 238 p. 80

Notes

Rule set


Standard  Player's Option

Weapon hit penalty
Nonproficient Related / Familiarity
Base THAC0
Macro / Number Calculated
Temporary buff / curse
Attack Damage Speed

Select armor opponent is wearing for bonuses/penalties
Banded
Mail
| Brigandine | Chain
Mail
| Field
Plate
| Full
Plate
| Leather, Hide,
& Padded
| Plate Mail /
Bronze Plate Mail
| Ring
Mail
| Scale
Mail
| Splint
Mail
| Studded
Leather

Melee  Ranged

Str Weapon Proficiency # of
Attack
Attack
Adj.
THAC0 Crit Range Size Type Speed
S P B
Str Weapon Proficiency # of
Attack
Attack
Adj.
THAC0 Crit Range Size Type Speed
S P B

Melee Damage

Str Weapon Spec Damage
Adj.
Damage S/M Damage L
Str Weapon Spec Damage
Adj.
Damage S/M Damage L

Special Abilities and Attacks


Weapon Notes

Str Dex Weapon Proficiency Range Mod. ROF Attack
Adj.
THAC0 Crit Range Size Type Speed
PB SR MR LR S P B
Str Dex Weapon Proficiency Range Mod. ROF Attack
Adj.
THAC0 Crit Range Size Type Speed
PB SR MR LR S P B



Ammunition

Str Ammo Damage
Adj.
Damage S/M Damage L Amount
Str Ammo Damage
Adj.
Damage S/M Damage L Amount

Special Abilities and Attacks

Weapon Notes


Melee  Ranged

Str Dex Weapon Proficiency # of
Attack
Attack
Adj.
THAC0 Crit Range Size Type Speed
S P B
Str Dex Weapon Proficiency # of
Attack
Attack
Adj.
THAC0 Crit Range Size Type Speed
S P B

Melee Damage

Str Dex Weapon Spec Mast Damage
Adj.
Damage S/M Damage L Knockdown Size Type Crit II
Str Dex Weapon Spec Mast Damage
Adj.
Damage S/M Damage L Knockdown Size Type

Special Abilities and Attacks

Weapon Notes

Str Dex Weapon Proficiency Range Mod. ROF Attack
Adj.
THAC0 Crit Range Size Type Speed
PBM SR MR LR ER S P B
Str Dex Weapon Proficiency Range Mod. ROF Attack
Adj.
THAC0 Crit Range Size Type Speed
PBM SR MR LR ER S P B



Ammunition

Str Dex Ammo Point Blank Damage
Adj.
Damage S/M Damage L Knockdown Amount Size Type Crit II
Spec Mast
Str Dex Ammo Point Blank Damage
Adj.
Damage S/M Damage L Knockdown Amount Size Type
Spec Mast

Special Abilities and Attacks

Weapon Notes

Rogue Skills


Standard  S.P./D.S.

Backstab Multiplier
Thieving skills progression
Macro / Number Total
Are you a Ranger?R


Standard

Skills & Powers / Dark Sun / Sages & Specialists

Remaining:
Skill Base Race Dex Kit Armor Magic Level Total95
Pick Pockets % % % % % % % %
Open Locks % % % % % % % %
Find/Remove Traps % % % % % % % %
Move SilentlyR % % % % % % % %
Hide in ShadowsR % % % % % % % %
Detect Noise % % % % % % % %
Climb Walls % % % % % % % %
Read Languages % % % % % % % %
Legend Lore % % % % % % % %
Find/Remove Traps
Detect Magic* % % % % % % % %
Detect Illusion* % % % % % % % %
Bribe* % % % % % % % %
Tunneling* % % % % % % % %
Escape Bonds* % % % % % % % %
Forge Documents* % % % % % % % %
AppraisalS&S % % % % % % % %
Find/Remove Traps
% % % % % % % %
  • Autofill adjustments for Dexterity, Aim, and Balance are based on the Player's Handbook and Player's Option: Skills & Powers Second printing: February 1996. (see table below)
  • Autofill adjustments for Armor type are based on the Player's Handbook, Complete Thief's Handbook, Complete Bard's Handbook, Complete Ranger's Handbook, Player's Option: Skills & Powers, and Dungeon Master Option: High-Level Campaign (see tables below).
  • Thieving skills maximum chance of success after all modifiers are applied (for race, dexterity, kit, armor, conditions, equipment, etc.) is 95%. The Complete Thief's Handbook p. 90.
    This limit is applied when you click to roll the ability.
  • Ranger's chance to Hide in Shadows or Move Silently can never be more than 99%. The Complete Ranger's Handbook p. 11.
    When attempting to Hide in Shadows or Move Silently in non-natural surroundings (a crypt, city street, indoor, underground) the chance of success is halved.
    This limit is applied when you click to roll the ability.
  • These skills are from Player's Option: Skills & Powers, Dungeon Master Option: High-Level Campaign, Dark Sun: Dragon Kings, and Dark Sun Revised: The Age of Heroes.
  • Ability score adjustment to the Appraisal skill is based on Intelligence instead of Dexterity. This is not autofilled by the sheet.
    Source: Sages & Specialists, p. 28.

Thieving Skill Dexterity (Aim, Balance) Adjustments
Ability Score Pick
PocketsA
Open
LocksA
Find/Remove
TrapsA
Move
SilentlyB
Hide in
ShadowsB
Climb
WallsB
TunnelingD Escape
BondsD
3 -30% -30% -10% -30% -10% -30% -10% -15%
4 -25% -25% -10% -30% -10% -25% -10% -15%
5 -25% -20% -10% -30% -10% -20% -10% -15%
6 -20% -20% -10% -25% -10% -20% -10% -15%
7 -20% -15% -10% -25% -10% -15% -10% -15%
8 -15% -15% -10% -20% -10% -15% -10% -15%
9 -15% -10% -10% -20% -10% -10% -10% -15%
10 -10% -5% -10% -15% -5% -10% -5% -10%
11 -5% -5% -10% -5% -5%
12 -5%
13-15
16 +5%
17 +5% +10% +5% +5% +5%
18 +10% +15% +5% +10% +10% +5% +5% +10%
19 +15% +20% +10% +15% +15% +10% +10% +15%
20 +20% +20% +15% +15% +20% +15% +15% +20%
21 +20% +25% +20% +20% +25% +20% +20% +25%
22 +25% +25% +20% +20% +30% +20% +30% +30%
23 +25% +30% +20% +25% +30% +25% +30% +30%
24 +30% +30% +20% +25% +30% +25% +30% +30%
25 +30% +35% +20% +30% +30% +30% +30% +30%
  • Pick Pockets, Open Locks, Find/Remove Traps are adjusted by Dexterity/Aim
  • Move Silently, Hide in Shadows, Climb Walls are adjusted by Dexterity/Balance
    • Climb Walls do not get adjusted by Dexterity in the Player's Handbook and therefore will only be set if Aim or Balance has a value, indicating that Player's Option rules are used.
  • Tunneling and Escape Bonds are adjusted by Dexterity
  • Some setting, like Dark Sun, have specific adjustments for Dexterity below 9 and above 19. If you play in such a setting, update these values manually every time your Dexterity changes.

Thief Armor information

A thief can wear Leather Armor (AC 8), Padded Armor (AC 8), Studded Leather (AC 7), or Elven Chain Mail (AC 5)

Thieving Skill Armor Adjustments
Skill No
Armor
Padded Armor or
Studded Leather
Elven
Chain Mail
Silenced Elven
Chain Mail
Pick Pocket +5% -30% -20% -25%
Open Locks -10% -5% -5%
Find/Remove Traps -10% -5% -5%
Move Silently +10% -20% -10%
Hide in Shadows +5% -20% -10% -10%
Detect Noise -10% -5%
Climb Walls +10% -30% -20% -25%
Read Languages
Bribe* -10% +5% -5%
Escape Bonds* +5% -5% -5%
Tunneling* +10% -5% -10%
  • Armor type adjustments are different in some settings, like Dark Sun. If you play in such a setting, update these adjustments manually every time your Dexterity or Armor type changes.

Multi-classed demihumans or dual-classe humans, may have fighter or cleric as one of their classes, and my therefore be permitted any sort of armor whatsoever.
Thieves using the disguise nonweapon proficiency should also be permitted to wear armor not normally used by their class, to aid the deception.

Skills Hide
Amor
Ring or
Chain Mail
Brigandine
or Splint Mail
Scale or
Banded Mail
Plate Mail or
Bronze Plate Mail
Field or
Full Plate
Pick Pockets -60% -40% -40% -50% -75% -95%
Open Locks -50% -15% -15% -20% -40% -80%
Find/Remove Traps -50% -15% -25% -20% -40% -80%
Move Silently -30% -40% -40% -60% -80% -95%
Hide in Shadows -20% -30% -30% -50% -75% -95%
Detect Noise -10% -20% -25% -30% -50% -70%
Climb Walls -60% -40% -50% -90% -95% -95%
Read Languages
Bard Armor information

A bard can wear any armor up to, and including, chain mail, but cannot use a shield.

This includes Leather Armor (AC 8), Padded Armor (AC 8), Studded Leather (AC 7), Ring Mail (AC 7), Hide Armor (AC 6), Brigandine Armor (AC 6), Scale Mail (AC 6), Chain Mail (AC 5), including Elven Chain Mail (AC 5)

Barding Skill Armor Adjustments
Type of
Armor
Pick
Pockets
Detect
Noise
Climb
Walls
Read
Languages
None +5% +10%
Leather Armor
Padded Armor -30% -10% -30%
Studded Leather -30% -10% -30%
Ring Mail -25% -10% -25%
Brigandine Armor -20% -10% -25%
Scale Mail -25% -15% -40%
Hide Armor -30% -5% -30%
Chain Mail -25% -10% -25%
Elven Chain Mail -20% -5% -20%

If your DM allows a bard to put on any form of armor normally disallowed to the class (as suggested by certain kits, for purposes of disguise, out of necessity, or for the sake of entertainment), the penalties are identical to those for a thief in similar armor.

Illegal Armor Barding Skill Adjustments
Armor
Type
Pick
Pockets
Detect
Noise
Climb
Walls
Read
Languages
Splint Mail -40% -25% -50%
Banded Armor -50% -30% -90%
Plate Mail -75% -50% -95%
Bronze Plate -75% -50% -95%
Field Plate -95% -70% -95%
Full Plate -95% -70% -95%
Ranger Armor information

The ranger can wear any armor, but several of his special abilities are usable only when he is wearing studded leather or lighter armor. (PHB p. 40). This includes Leather Armor (AC 8), Padded Armor (AC 8), Studded Leather (AC 7).
The Complete Ranger's Handbook includes Ring Mail (AC 7) to the list of allowed armor types.

Ranger Skill Armor Adjustments
Armor Hide in
Shadows
Move
Silently
None +5% +10%
Leather Armor
Padded Armor -20% -20%
Studded Leather -20% -20%
Ring Mail -30% -40%

If the DM allows rangers to wear any armor they like and still be able to hide in shadows and move silently, or to use a ranger kit that allows for for heavier armor of AC 6 or less. Use the following modifiers.

Ranger Skills Optional Armor Adjustments
Armor Hide in
Shadows
Move
Silently
Hide -20% -30%
Brigandine -30% -40%
Scale Mail -50% -60%
Chain Mail -30% -40%
Elven Chain -10% -10%
Splint Mail -30% -40%
Banded -50% -60%
Bronze Plate -75% -80%
Plate Mail -75% -80%
Field Plate -95% -95%
Full Plate -95% -95%

Turning Tables


Deity name
Hit Dice or Type
of Undead
Level of Priest †


Hit Dice or Type
of Undead
Level of Priest †



  • An additional 2d4 creatures of this type are turned.
  • Special creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those creatures that dwell in the Outer Planes.
  • Paladins turn undead as priests who are two levels lower.

PHB p. 137 / DMG p. 96 + Sage Advice #248 p. 22

Proficiencies, Languages, Talents, Traits, and Disadvantages


Weapon Proficiencies
Macro / Number Total slots


Remaining:
Weapon Slots Ex Sp M HM GM CW
Weapon Slots Ex Sp M HM GM CW

Spent:
Special Talent Slots CP Ability Score Mod Ratin Mod
± ±
± ±

Spent:
Traits CP Ability Score Modifier
±
±

Gained:
Disadvantages CP Ability Score Modifier
±
±

Proficiency notes

Nonweapon Proficiencies
Macro / Number Total slots


Remaining:
Proficiency Slots Ability Score Modifier
±
Proficiency Slots Ability Score Modifier
±

Languages

Language Reading/Writing

Proficiency notes

Spells


Wizard  Priest Powers

Spell Levels


Level 1  Level 2  Level 3  Level 4  Level 5

Level 6  Level 7  Level 8  Level 9  Level 10

Level 11  Level 12  Level 13  Level 14  Level 15

Wizard caster level

Level Specialist Intelligence Total | Remaining
Spell Points |
Bonus spell points from high Intelligence to Wizards Under this optional rule, wizard characters gain a number of bonus spell points, based on their Intelligence score. Player's Options: Spells & Powers, p. 79
Total | Remaining
Arcs |
Level Specialist Misc. Total / Max
Spell Slots /
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Arcs Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Level Specialist Misc. Total / Max
Spell Slots /
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Arcs Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Level Specialist Misc. Total / Max
Spell Slots /
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Arcs Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Level Specialist Misc. Total / Max
Spell Slots /
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Arcs Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Level Specialist Misc. Total / Max
Spell Slots /
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Arcs Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Level Specialist Misc. Total / Max
Spell Slots /
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Arcs Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Level Specialist Misc. Total / Max
Spell Slots /
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Arcs Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Level Specialist Misc. Total / Max
Spell Slots /
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Arcs Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Level Specialist Misc. Total / Max
Spell Slots /
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Arcs Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Level Specialist Misc. Total / Max
Spell Slots /
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Arcs Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Level Specialist Misc. Total / Max
Spell Slots /
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Arcs Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Level Specialist Misc. Total / Max
Spell Slots /
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Arcs Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Level Specialist Misc. Total / Max
Spell Slots /
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Arcs Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Level Specialist Misc. Total / Max
Spell Slots /
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Arcs Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Level Specialist Misc. Total / Max
Spell Slots /
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Arcs Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Spell Levels


Level 1  Level 2  Level 3  Level 4  Level 5

Level 6  Level 7  Quest

Priest caster level

Show Spheres of Influence:
Major:
Minor:
Tome of Magic sphere suggestions
  • Paladins suggested to receive spells from the sphere of Law and War. Priest's Spell Compendium Volume One p. 5
  • Rangers suggested to receive spells from the sphere of Travelers and Weather. Priest's Spell Compendium Volume One p. 5
  • Clerics suggested to receive Major access to Wards and either Law or Chaos, depending on alignment. (a neutral cleric receives one or the other, but not both). Priest's Spell Compendium Volume One p. 5
  • Druids suggested to receive Major access to Time and Wards. Minor access to Travelers. Priest's Spell Compendium Volume One p. 5

Level Wisdom Total | Remaining
Spell Points |
Bonus spell points from high Wisdom to Priests Priests with high Wisdom scores gain a special bonus spell points to reflect their piety and devotion. (This is a standard rule in this spell point system, unlike the optional bonus spell point rule for wizards with high Intelligence scores.) Player's Option: Spells & Powers, p. 92
Level Wisdom Total | Remaining
Winds |
Level Wisdom Misc. Total
Spell Slots
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Winds Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Level Wisdom Misc. Total
Spell Slots
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Winds Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Level Wisdom Misc. Total
Spell Slots
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Winds Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Level Wisdom Misc. Total
Spell Slots
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Winds Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Level Wisdom Misc. Total
Spell Slots
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Winds Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Level Wisdom Misc. Total
Spell Slots
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Winds Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Level Wisdom Misc. Total
Spell Slots
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Winds Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Level Wisdom Misc. Total
Spell Slots
Available to
Memorize | Cast
|

Spells Memorized

Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Winds Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:




Spell Book

Powers Available | Powers Remaining
|


Granted Powers


Abilities





Powers List

Spell Memorization & Casting Memorization
  • Requires a clear mind from a restful night's sleep. (PHB p. 107)
  • 10 minutes of study/prayer per level of the spell. Ie. 1st-level: 10 minutes, 2nd-level: 20 minutes, and so on. (PHB p. 107)
  • Spells stay memorized until cast or wiped from the mind. A spellcaster cannot choose to forget a memorized spell to replace it. (PHB p. 107)
  • Reversible spells must be memorized as the desired version (PHB p. 113-114)
  • Scrolls require no memorization (PHB p. 144 / DMG p. 118)
General spellcasting information
  • 1 Round ~ 1 minute. 10 Rounds = 1 Turn. (PHB p. 122)
  • 1 Turn ~ 10 minute. 6 Turns ~ 1 Hour. (PHB p. 122)
  • Material spell components are consumed/destroyed/expended when the spell is cast, unless specifically noted otherwise (PHB p. 113-114)
  • Priest holy symbols are not lost when a spell is cast (PHB p. 114)
  • Touch-delivered spells uses the best available THAC0, so a fighter/mage can use their fighter THAC0 (Sage Advice #203 p. 89).
  • Touch-delivered spells against the targets normal armor class, including adjustments for armor worn (Sage Advice #232 p. 93). If the Player's Option: Spells & Magic rules are used, some spells ignore the armor of the target, but the armor magical bonuses still apply. (PO: S&M p. 120)
Spell Books & Learning new spells Spell Books
  • A spell requires its level plus 0–5 (1d6-1) additional pages (DMG p. 63)
  • One spell book page cost 50 GP (DMG p. 63)
  • Maximum spell book sizes: Standard 100 pages; Traveling 50 pages; Scrolls 25 pages (DMG p. 63)
  • A wizard can never have a spell in his book that he does not know (PHB p. 107)
Learning new spells
  • It is up to the DM if read magic is needed to read captured spell books
    • Wizards do not need to cast read magic to decipher a captured spell books. The language of magic is a universal language. (Sage Advice #175 p. 77)
    • Once a character has studied a spell book or a scroll with read magic spell, he or she will understand the new spell's general effects and limitations. (Sage Advice #263 p. 26)
  • Wizard scrolls require a read magic spell to decipher (PHB p. 144)
  • A wizard cannot learn a spell that is higher level than he can cast (PHB p. 107)
  • A check is made to see if a spell can be learned. If it fails, another check can be made after the wizard advances to the next level (provided the wizard still has access to the spell) (PHB p. 22)
  • Both versions of a reversible spell is recorded in the wizard's spell book (PHB p. 168)
  • Standard time required to add a spell to a spell book: one to two days per spell level of spell being entered (DMG p. 62)
  • Learning from Scrolls (Scroll Research)
    • The time and cost required is halved (DMG p. 61)
    • Scroll Research can never be done in an adventuring situation. The wizard must have carefully controlled conditions to even attempt it. (DMG p. 61)
    • Regardless of success or failure of the research, the scroll is destroyed. (DMG p. 61)

Psionics


Psionic Core  Psionic S&P

Psionic Progression

Total Discipline Total Sciences Total Devotions Total Defense modes
Macro / number
Total "slots"

Chosen Disciplines

Primary:
Secondary:
Secondary:
Psionic discipline rules From The Complete Psionics Handbook p. 12:
  • Within a single discipline, the number of devotions that a character knows must be at least twice the number of sciences.
  • The first discipline chosen is the character's primary discipline. A character can never learn as many sciences or devotions in another discipline as he currently knows in his primary discipline.

Psionics Core

Temporary Psionic Ability Score modifier
Constitution Intelligence Wisdom
Mod Calc Mod Calc Mod Calc

Clairsentient Sciences

Power name Power Score PSP Cost Macro
Ability Mod Enh Initial Maint.
±

Clairsentient Devotions

Power name Power Score PSP Cost Macro
Ability Mod Enh Initial Maint.
±

Psychokinetic Sciences

Power name Power Score PSP Cost Macro
Ability Mod Enh Initial Maint.
±

Psychokinetic Devotions

Power name Power Score PSP Cost Macro
Ability Mod Enh Initial Maint.
±

Psychometabolic Sciences

Power name Power Score PSP Cost Macro
Ability Mod Enh Initial Maint.
±

Psychometabolic Devotions

Power name Power Score PSP Cost Macro
Ability Mod Enh Initial Maint.
±

Psychoportive Sciences

Power name Power Score PSP Cost Macro
Ability Mod Enh Initial Maint.
±

Psychoportive Devotions

Power name Power Score PSP Cost Macro
Ability Mod Enh Initial Maint.
±

Telepathic Sciences

Power name Power Score PSP Cost Macro
Ability Mod Enh Initial Maint.
±

Telepathic Devotions

Power name Power Score PSP Cost Macro
Ability Mod Enh Initial Maint.
±

Metapsionic Sciences

Power name Power Score PSP Cost Macro
Ability Mod Enh Initial Maint.
±

Metapsionic Devotions

Power name Power Score PSP Cost Macro
Ability Mod Enh Initial Maint.
±

Attack Modes

Power name Power Score PSP Cost Macro
Ability Mod Enh Initial Maint.
±

Defense Modes

Power name Power Score PSP Cost Macro
Ability Mod Enh Initial Maint.
±

Psionic Strength Points

Value Current / Maximum Progression
PSP: /
Temp PSP: /
Stored PSP: /
Speed

Psionic Proficiencies

Remaining:
Proficiency Slots Ability Score Modifier
±
Proficiency Slots Ability Score Modifier
±

Optional metal armor penalty


Psionics Storage


Special Abilities and Attacks


Psionic Weapons

Psionics Revised



Clairsentient Sciences

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost
 

Clairsentient Devotions

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost
 

Psychokinetic Sciences

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost
 

Psychokinetic Devotions

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost
 

Psychometabolic Sciences

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost
 

Psychometabolic Devotions

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost
 

Psychoportive Sciences

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost
 

Psychoportive Devotions

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost
 

Telepathic Sciences

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost
 

Telepathic Devotions

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost
 

Psionic Attack Modes

Attack Name Attack
Speed
MThAC0
Adj.
MThAC0 Damage Macro PSP
Cost
     

Psionic Defense Modes

Attack Name Macro PSP
Cost

Psionic Strength Points

Value Current / Maximum Speed
PSP: /
Temp PSP: /
Stored PSP: /
M.A.C. /

Psionic Proficiencies

±

Psionics Storage


Special Abilities and Attacks


Psionic Weapons

Gear and Equipment


Slot Name Short Desc Wt Charges Add Weight
Head:
Eyes:
Face:
Right Earring:
Left Earring:
Neck 1:
Neck 2:
Neck 3:
Cloak:
Shoulders:
Chest:
Back:
Right Arm:
Left Arm:
Wrists:
Hands:
Ring 1:
Ring 2:
Ring 3 (off):
Ring 4 (off):
Armor:
Belt:
Legs:
Right Leg:
Left Leg:
Anklets:
Feet:
Weapon 1:
Weapon 2:
Weapon 3:
Weapon 4:
Shield:
Misc 1:
Misc 2:
Misc 3:
Misc 4:
Total


Gear Carried

Description Weight # Held Location



Gear Stored

On
Mount
Description Weight # Held Location

Potions, Philters, Elixirs, and Poisons

Name Qty Speed Macro
Potion initiative and disrupt information
  • Potion simple initiative modifier: +4, unless stated otherwise (PHB p. 125 / DMG p. 79)
  • Potion detailed initiative modifier (DMG p. 191):
    • Potion open and drink: +1
    • Potion takes effect after: 1d4+1 initiative modifier delay
    • Magical oil poured over the body and smeared: 1d4+1
  • Potions and Oils is not disrupted by successful hit, damage, or failing a saving throw, but the container holding the liquid can be smashed before it is imbibed or applied. (Sage Advice #214 p. 78)
  • Potion duration: 4+1d4 turns, unless otherwise stated
Brewing Potions Wizards
  • Gain the potential to brew potions at 9th level (PHB p. 43 / DMG p. 117)
  • Potions are primarily the province of wizards, although healing and curing potions are beyond the ken of wizards (DMG p. 119)
  • Require a complete alchemical laboratory (DMG p. 120)
Priests
  • Gain the potential to brew potions at 9th level (DMG p. 117)
  • Can prepare potions related to healing and cures (DMG p. 119)
  • Require an altar specially consecrated to the purpose of brewing potions (DMG p. 120)
Druids
  • Druids who spends 3 slots in the Herbalism nonweapon proficiency can create magical herbal brews (The Complete Druid's Handbook p. 103)

Dusts, Powders, and Solvents

Name Qty Speed Macro
Dust initiative and disrupt information
  • Miscellaneous magical items have an initiative modifier: +3, unless stated otherwise (PHB p. 125 / DMG p. 79)
  • Miscellaneous magical items do not require concentration and therefore usually cannot be disrupted (Sage Advice #157 p. 25 + Sage Advice #214 p. 78)

Miscellaneous Magical Items

Charges
Name Cur / Max Speed Macro
/
Miscellaneous magical items initiative and disrupt information
  • Miscellaneous magical items have an initiative modifier: +3, unless stated otherwise (PHB p. 125 / DMG p. 79)
  • Rings, weapons, armor, and miscellaneous magical items generally have very short command words and therefore usually cannot be disrupted (Sage Advice #157 p. 25 + Sage Advice #214 p. 78)
Fabricating Magical items Wizards
  • Gain the potential to create other magical items at 11th level, if he has the spells (DMG p. 117)
Priests
  • Gain the potential to create other magical items at 11th level (DMG p. 117)

Rods, Staves, and Wands

Charges
Name Cur / Max Speed Macro
/
Rod, Stave, and Wand initiative and disrupt information
  • Rods, Staves, and Wands have the following initiative modifiers unless the item description says otherwise (PHB p. 125 / DMG p. 196)
    • Rod: +1
    • Stave: +2
    • Wand: +3
  • If the optional command word rule is in use:
    • The majority of rods, staves, and wands can be disrupted. If rod, stave, or wand use is disrupted, the appropriate charges are expended and lost. (Sage Advice #157 p. 25)
    • Some rods, staves, and wands that are usable by non-spell-casters cannot be disrupted. (Sage Advice #157 p. 25)
  • If the optional command world rule is not in use, then rods, staves, and wands cannot be disrupted.

Scrolls

Name Level Qty Speed Macro
Spell failure: %
Casting from Scrolls
  • All classes can read and cast Protection Scrolls (DMG p. 196)
    Protection Scrolls, unless stated otherwise, have a Initiative Modifier of +3 (Sage Advice #152 p. 59)
  • Wizards
    • can use (read and cast from) wizard spell scrolls (PHB p. 42 / DMG p. 196)
    • can use spells from scrolls outside their schools (Sage Advice #152 p. 14, Sage Advice #217 p. 84)
    • can use spells from scrolls that are higher level than the wizard's Intelligence normally allows (Sage Advice #219. p. 81)
    • can use spells from scrolls without any restrictions (Sage Advice #219. p. 81)
  • Priests
    • can use (read and cast from) priest spell scrolls (PHB p. 48 / DMG p. 196)
    • can use spells from scrolls outside their spheres (Sage Advice #152 p. 14, Sage Advice #217 p. 84)
    • can use spells from scrolls that are higher level than the priest's Wisdom normally allows (Sage Advice #219. p. 81)
    • can use spells from scrolls without any restrictions (Sage Advice #219. p. 81)
  • Thieves can use (read and cast from) wizard and priest spell scrolls at 10th level (PHB p. 57)
  • Bards can use (read and cast from) wizard and priest spell scrolls at 10th level (PHB p. 61)
  • Druids cannot use priest scrolls unless specifically allowed for druids (PHB p. 52)
  • Paladins cannot cast spells from clerical or druidical scrolls (PHB p. 39 / DMG p. 196)
  • Rangers cannot use priest scrolls (PHB p. 39 / DMG p. 196)
Scroll specific spellcasting information
  • Scrolls have a read time equal to the inscribed spell's cast time (PHB p. 125 / DMG p. 196)
  • Scrolls are used up and lost if they are disrupted during casting (Sage Advice #157 p. 25)
  • Scrolls always has a casting level (for determining level-based variables such as range, damage, duration, and resistance to dispel attempts) of one level higher than the minimum required to cast it, but never less than 6th level. In other words, the act of writing a scroll limits its power (DMG p. 196 + Sage Advice #248 p. 20+22)
  • Scrolls are cast at the level at which they were inscribed (DMG p. 196)
  • Scrolls require no material components to cast (PHB p. 144 / DMG p. 118)
  • No adverse effects associated with casting the spell are suffered by the reader. These requirements or penalties have already been fulfilled or suffered by the creator of the scroll (DMG p. 196)
Scroll Spell Failure Wizards and Priests
  • Casting scrolls containing spells of a level too high for the character to cast incurs a 5% failure rate per level between the character's present level and the level at which the spell could be cast (DMG p. 196)
    • If the DM allow characters to control the casting level of scrolls they scribe, the failure chance should be 5% between the character's present level and the scrolls casting level. (Sage Advice #248 p. 20+22)
  • Scroll spell failure is either Total Failure (nothing happens) or Reverse / Harmful Failure effect (DMG p. 196)
Rogues
  • Thieves casting scrolls have 25% failure chance. Failure is always a reverse of the effect (PHB p. 58)
  • Bards casting scrolls have 15% failure chance. Failure is always a reverse of the effect (PHB p. 61)
Dual/Multi-class Spellcaster/Rogue
  • Uses the best failure chance of the two classes. (Sage Advice #260 p. 23)
    • The DM can allow the player to choose what class is trying to use the scroll. (Sage Advice #260 p. 23)
  • Failure follows the rules of the class the chance belongs to. Rogues always have a harmful effect while spellcasters can have a Total Failure with no catastrophic effects. (Sage Advice #260 p. 23)
Scribing Scrolls Wizards
  • Gain the potential to scribe scrolls at 9th level (PHB p. 43 / DMG p. 117)
  • Must have their spell book at hand to guide their work (DMG p. 119)
Priests
  • Gain the potential to scribe scrolls at 7th level (DMG p. 117)
  • Must work on a specially prepared altar (DMG p. 119)

The spellcaster knows the basics of the art and has learned where to look for the information he needs to make the attempt. The exact process for each spell is still a mystery to him. He may consult a sage, seek the guidance of a higher level spellcaster, or even use spells to call upon greater powers. (DMG p.117-119)

Scribing level
  • Scrolls always has a casting level (for determining level-based variables such as range, damage, duration, and resistance to dispel attempts) of one level higher than the minimum required to cast it, but never less than 6th level. In other words, the act of writing a scroll limits its power. (DMG p. 196)
  • The DM can allow characters to control the casting level of scrolls they scribe, so long as it is not less than the minimum level required to cast the spell. (Sage Advice #248 p. 20+22)

Notes

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Followers, Familiars and Animals


Warrior  Wizard  Priest  Rogue  Psion  Animals

Warrior Followers


Name AC Race Level Class Hit Dice HP / Max Units Enemy
AC
Base Dmg Skirmish

Weapons

Weapon Name # of
Strikes
Attack
Adj.
Dam
Adj.
THAC0 Crit Dam SM Dam L Range Type Speed
  
  
  


Gear

Description Weight # Held Value Location

Notes



Name AC Race Level Class Hit Dice HP / Max Units Enemy
AC
Base Dmg Skirmish

Weapons

Weapon Name # of
Strikes
Attack
Adj.
Dam
Adj.
THAC0 Crit Dam SM Dam L Range Type Speed
  
  
  


Gear

Description Weight # Held Value Location

Notes



Wizard Followers


Name AC Race Level Class HP/Max Units

Weapons / Attacks

Weapon Name # of
Strikes
Attack
Adj.
Dam
Adj.
THAC0 Crit Dam SM Dam L Range Type Speed


Wizard Spells





Gear

Description Weight # Held Value Location

Notes



Name AC Race Level Class HP/Max Units

Weapons / Attacks

Weapon Name # of
Strikes
Attack
Adj.
Dam
Adj.
THAC0 Crit Dam SM Dam L Range Type Speed


Wizard Spells





Gear

Description Weight # Held Value Location

Notes



Priest Followers


Name AC Race Level Class HP/Max Units

Weapons / Attacks

Weapon Name # of
Strikes
Attack
Adj.
Dam
Adj.
THAC0 Crit Dam SM Dam L Range Type Speed


Priest Spells





Gear

Description Weight # Held Value Location

Notes



Name AC Race Level Class HP/Max Units

Weapons / Attacks

Weapon Name # of
Strikes
Attack
Adj.
Dam
Adj.
THAC0 Crit Dam SM Dam L Range Type Speed


Priest Spells





Gear

Description Weight # Held Value Location

Notes



Rogue Followers


Name AC Race Level Class HP/Max Units

Weapons / Attacks

Weapon Name # of
Strikes
Attack
Adj.
Dam
Adj.
THAC0 Crit Dam SM Dam L Range Type Speed


Rogue Skills


Standard  S.P./D.S.



Skill Base Race Dex Kit Magic Armor Level Total
Pick Pockets % % % % % % % %
Open Locks % % % % % % % %
Find/Remove Traps % % % % % % % %
Move Silently % % % % % % % %
Hide in Shadows % % % % % % % %
Detect Noise % % % % % % % %
Climb Walls % % % % % % % %
Read Languages % % % % % % % %
Legend Lore % % % % % % % %
Find/Remove Traps Base Race Dex Kit Magic Armor Level Total
Detect Magic % % % % % % % %
Detect Illusion % % % % % % % %
Bribe % % % % % % % %
Tunneling % % % % % % % %
Escape Bonds % % % % % % % %
Forge Documents % % % % % % % %
Appraisal % % % % % % % %

Gear

Description Weight # Held Value Location

Notes



Name AC Race Level Class HP/Max Units

Weapons / Attacks

Weapon Name # of
Strikes
Attack
Adj.
Dam
Adj.
THAC0 Crit Dam SM Dam L Range Type Speed


Rogue Skills


Standard  S.P./D.S.



Skill Base Race Dex Kit Magic Armor Level Total
Pick Pockets % % % % % % % %
Open Locks % % % % % % % %
Find/Remove Traps % % % % % % % %
Move Silently % % % % % % % %
Hide in Shadows % % % % % % % %
Detect Noise % % % % % % % %
Climb Walls % % % % % % % %
Read Languages % % % % % % % %
Legend Lore % % % % % % % %
Find/Remove Traps Base Race Dex Kit Magic Armor Level Total
Detect Magic % % % % % % % %
Detect Illusion % % % % % % % %
Bribe % % % % % % % %
Tunneling % % % % % % % %
Escape Bonds % % % % % % % %
Forge Documents % % % % % % % %
Appraisal % % % % % % % %

Gear

Description Weight # Held Value Location

Notes



Psionic Followers


Name AC Race Level Class HP/Max Units

Weapons / Attacks

Weapon Name # of
Strikes
Attack
Adj.
Dam
Adj.
THAC0 Crit Dam SM Dam L Range Type Speed


Psionic Core  Psionic S&P

Psionics Core




Clairsentient Sciences

    ±
    ±
    ±

Clairsentient Devotions

    ±
    ±
    ±

Psychokinectic Sciences

    ±
    ±
    ±

Psychokinectic Devotions

    ±
    ±
    ±

Psychometabolic Sciences

    ±
    ±
    ±

Psychometabolic Devotions

    ±
    ±
    ±

Psychoportive Sciences

    ±
    ±
    ±

Psychoportive Devotions

    ±
    ±
    ±

Telepathic Sciences

    ±
    ±
    ±

Telepathic Devotions

    ±
    ±
    ±

Metapsionic Sciences

    ±
    ±
    ±

Metapsionic Devotions

    ±
    ±
    ±

Attack Modes

    ±
    ±
    ±

Defense Modes

    ±
    ±
    ±

Psionic Strength Points

Value Current / Maximum Speed
PSP: /
Temp PSP: /
Stored PSP: /
Speed

Psionic Proficiencies

    ±
    ±
    ±
    ±
    ±

Psionics Storage


Special Abilities and Attacks


Psionic Weapons

Psionics Revised




Clairsentient Sciences

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost

Clairsentient Devotions

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost

Psychokinectic Sciences

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost

Psychokinectic Devotions

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost

Psychometabolic Sciences

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost

Psychometabolic Devotions

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost

Psychoportive Sciences

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost

Psychoportive Devotions

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost

Telepathic Sciences

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost

Telepathic Devotions

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost

Psionic Attack Modes

Attack Name Attack
Speed
MThAC0
Adj.
MThAC0 Damage Macro PSP
Cost

Psionic Defense Modes

Defense Name Macro PSP
Cost

Psionic Strength Points

Value Current / Maximum Speed
PSP: /
Temp PSP: /
Stored PSP: /
MAC /

Psionic NWP's

±
±
±
±
±

Psionics Ability Information Storage


Gear

Description Weight # Held Value Location

Notes



Name AC Race Level Class HP/Max Units

Weapons / Attacks

Weapon Name # of
Strikes
Attack
Adj.
Dam
Adj.
THAC0 Crit Dam SM Dam L Range Type Speed


Psionic Core  Psionic S&P

Psionics Core




Clairsentient Sciences

    ±
    ±
    ±

Clairsentient Devotions

    ±
    ±
    ±

Psychokinectic Sciences

    ±
    ±
    ±

Psychokinectic Devotions

    ±
    ±
    ±

Psychometabolic Sciences

    ±
    ±
    ±

Psychometabolic Devotions

    ±
    ±
    ±

Psychoportive Sciences

    ±
    ±
    ±

Psychoportive Devotions

    ±
    ±
    ±

Telepathic Sciences

    ±
    ±
    ±

Telepathic Devotions

    ±
    ±
    ±

Metapsionic Sciences

    ±
    ±
    ±

Metapsionic Devotions

    ±
    ±
    ±

Attack Modes

    ±
    ±
    ±

Defense Modes

    ±
    ±
    ±

Psionic Strength Points

Value Current / Maximum Speed
PSP: /
Temp PSP: /
Stored PSP: /
Speed

Psionic Proficiencies

    ±
    ±
    ±
    ±
    ±

Psionics Storage


Special Abilities and Attacks


Psionic Weapons

Psionics Revised




Clairsentient Sciences

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost

Clairsentient Devotions

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost

Psychokinectic Sciences

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost

Psychokinectic Devotions

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost

Psychometabolic Sciences

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost

Psychometabolic Devotions

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost

Psychoportive Sciences

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost

Psychoportive Devotions

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost

Telepathic Sciences

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost

Telepathic Devotions

Ability Name MThAC0
Adj.
MAC MThAC0 Macro PSP
Cost

Psionic Attack Modes

Attack Name Attack
Speed
MThAC0
Adj.
MThAC0 Damage Macro PSP
Cost

Psionic Defense Modes

Defense Name Macro PSP
Cost

Psionic Strength Points

Value Current / Maximum Speed
PSP: /
Temp PSP: /
Stored PSP: /
MAC /

Psionic NWP's

±
±
±
±
±

Psionics Ability Information Storage


Gear

Description Weight # Held Value Location

Notes



Pets, Mounts, Animal Familiars, Followers and Beasts of Burden


Name AC Race Level HP/Max Units

Weapons / Attacks

Weapon Name # of
Strikes
Attack
Adj.
Dam
Adj.
THAC0 Crit Dam SM Dam L Range Type Speed


Familiar Spells/Powers








Traits and Tricks


Gear

Description Weight # Held Value Location

Notes



Name AC Race Level HP/Max Units

Weapons / Attacks

Weapon Name # of
Strikes
Attack
Adj.
Dam
Adj.
THAC0 Crit Dam SM Dam L Range Type Speed


Familiar Spells/Powers








Traits and Tricks


Gear

Description Weight # Held Value Location

Notes



Personal Bio:










Monster Info

Name:
Climate/Terrain:
Frequency:
Organization:
Activity Cycle:
Diet:
Intelligence:
Treasure:
Alignment:
No. Appearing:
Armor Class:
Movement:
Hit Dice:
± |
Hit Points:
/
THAC0:
# of Attacks:
Attack 1:
Attack 2:
Attack 3:
Special Atk:
Special Def:
Magic Res:
Size:
Morale:
XP Value:


Additional Monster attacks

Attack / Weapon # of
Attack
THAC0 Dam S/M Dam L Special Attack Speed

Monster wizard spells
Wizard caster level
Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Arcs Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:

Monster priest spells
Priest caster level
Spell name Range Area of Effect Casting time Macro
Cast Memorized
/
Spell Points Used
Winds Used
Level:
School: Sphere:
Duration: Components:
Subtlety: Saving Throw:
Sensory: Knockdown:
Critical:
Damage: Damage Type:
Healing:
Reference:
Materials:

Monster saving throw notes. DMG p. 92

All creatures save against poison and death magic at a level equal to the number of their Hit Dice. Intelligent monsters save versus all other attacks at this level as well.

Creatures with no intelligence (even less than animal intelligence) save at a level equal to half the number of their Hit Dice. Any additions to their Hit Dice are counted as well, at the rate of one die for every four points or fraction thereof. Thus, an intelligent creature with 5 + 6 Hit Dice would save at 7th level (5 Hit Dice + 2 more dice for 6 extra hit points). A non-intelligent beast of the same Hit Dice would save against all but poison and death at 4th level (round up).

Most monsters use the Warrior group table to determine their save. However, those that have abilities of other classes use the most favorable saving throw. A creature able to fight and use a large number of spells could use either the Warrior or Wizard groups, whichever was better for a particular saving throw. Creatures that lack fighting ability use the group that most closely resembles their own abilities. A fungus-creature that can only cast spells would use the Wizard group table to determine saving throws.


Description


Combat


Habitat/Society


Ecology

DM Screen

Useful tool and buttons that the only DM generally needs to know.


Notes for finding Concealed/Secret doors Concealed doors Secret doors DM information on doors is found in the DMG p. 176

Item Saving Throws

Item Acid Crushing
Blow
Disintegration Fall Magical
Fire
Normal
Fire
Cold Lightning Electricity
Bone or Ivory
Cloth
Glass
Leather
Metal
Oils
Paper, etc.
Potions
Pottery
Rope
Wood, thick
Wood, thin
Item Saving throw notes Corrections for the Revised (Black) Dungeon Master Guide. WoTC official website. The Original (Blue) Dungeon Master Guide 3rd printing is correct.

General

Select books to include autofill information from:

Book Original Release Autofill Data Include
Player's Handbook 1989 April Weapons, Spells, Proficiencies
The Complete Fighter's Handbook 1989 December Weapons, Proficiencies
The Complete Thief's Handbook 1989 December Proficiencies
The Complete Priest's Handbook 1990 May Weapons
The Complete Wizard's Handbook 1990 June Weapons and Spells
The Complete Psionics Handbook 1991 January Powers and Proficiencies
Tome of Magic 1991 May Spells
Arms and Equipment Guide 1991 July Weapons
The Complete Book of Dwarves 1991 October Weapons, Proficiencies
The Complete Bard's Handbook 1992 March Spells, Proficiencies
The Complete Book of Elves 1992 December Weapons, Spells, Proficiencies
The Complete Book of Humanoids 1993 April Weapons, Proficiencies
The Complete Ranger's Handbook 1993 December Weapons, Spells, Proficiencies
The Complete Paladin's Handbook 1994 May Proficiencies
The Complete Druid's Handbook 1994 August Spells
The Complete Barbarian's Handbook 1995 January Weapons and Proficiencies
The Complete Book of Necromancers 1995 March Spells and Proficiencies
The Complete Ninja's Handbook 1995 August Weapons, Spells, and Proficiencies
Player's Option: Combat & Tactics 1995 June Weapons, Proficiencies, and Special Talents
Player's Option: Skills & Powers 1995 July Weapons, Traits, and Disadvantages
Player's Option: Spells & Magic 1996 May Spells and Proficiencies

Optional rules for spells

These optional rules can be activated independently of the content of the same book, selected above
Book Rules Active Reference
The Complete Druid's Handbook Animal & Plant Sphere expansions Page 86
The Complete Book of Necromancers Necromantic Sphere expansion Page 77 + 126
Player's Option: Spells & Magic Rearranged Priest Spell Spheres (Overrules above options) Page 31 + 186-188
Player's Option: Spells & Magic Rearranged Wizard Spell Schools Page 14 + 180-185

Spell tracking system

AD&D 2E have different systems for tracking spells, three have been implemented:
  1. Spell Slots: The default system described in the Player's Handbook
  2. Spell Points: Introduced in Player's Option: Spells & Magic
  3. Arcs, Songs, Winds: Introduced in Forgotten Realms, Netheril: Empire of Magic


Miscellaneous modifier popup on rolls

By default all rolls creates a popup asking for a 'Miscellaneous modifier' to capture when the DM says: 'Make an X-roll with +2'. If your DM rarely asks for this, if you find the popup annoying, or if you would rather add any bonuses after the roll is made, this popup can be turned off.



Character Sheet specific

Thieving skill roll visibility

The thieving skills are described to be rolled in different ways. Some skills such as Pick Pockets, or Climb Walls have no description and are assumed to be rolled by the player. Other skills such as Move Silently or Hide in Shadows are supposed to be rolled by the DM in secret. Here you can choose how visible the various skills should be, choosing from 3 options:

  1. All rolls are visible to the player: All thieving skills can be seen by both the player who made the roll and the DM.
  2. Roll visibility is by the book: Some skills can be seen by both the player who made the roll and the DM, while others can only be seen by the DM. Note: Custom thieving skills are shown to both the player and the DM.
  3. All rolls hidden from the player: All thieving skills can only be seen by the DM. The player will have to reason what the result was based on the DM's description of events.


Monster Sheet specific



{{#title}} {{/title}} {{^title}} {{/title}} {{#subtitle}} {{/subtitle}}
{{name}}
{{name}}
{{subtitle}}
{{#allprops() desc desc1 desc2 name subtitle color}} {{/allprops() desc desc1 desc2 name subtitle color}} {{#desc}} {{/desc}} {{#desc1}} {{/desc1}} {{#desc2}} {{/desc2}}
{{key}} {{value}}
{{desc}}
{{desc1}}
{{desc2}}
{{#subtitle}} {{/subtitle}}
{{title}}
{{subtitle}}
{{#rollWasCrit() ac_hit}} {{/rollWasCrit() ac_hit}} {{#rollWasFumble() ac_hit}} {{/rollWasFumble() ac_hit}}
{{weapon_used}}
S/M {{ac_hit}} L
{{#^rollWasCrit() ac_hit}} {{dmg_s}} {{/^rollWasCrit() ac_hit}} {{#rollWasCrit() ac_hit}} {{#crit_s}}{{crit_s}}{{/crit_s}} {{^crit_s}}{{dmg_s}}{{/crit_s}} {{/rollWasCrit() ac_hit}} {{#^rollWasCrit() ac_hit}} {{dmg_l}} {{/^rollWasCrit() ac_hit}} {{#rollWasCrit() ac_hit}} {{#crit_l}}{{crit_l}}{{/crit_l}} {{^crit_l}}{{dmg_l}}{{/crit_l}} {{/rollWasCrit() ac_hit}}
AC Hit
CRITICAL HIT! {{#crit}}
{{crit}} {{/crit}}
FUMBLE! {{#fumble}}
{{fumble}} {{/fumble}}
{{#subtitle}} {{/subtitle}} {{^subtitle}} {{#splevel}} {{#school}} {{/school}} {{/splevel}} {{#sphere}} {{/sphere}} {{/subtitle}}
{{title}}
{{subtitle}}
{{splevel}} * {{school}}
Priest Sphere: {{sphere}}
{{#subtlety}} {{#knockdown}} {{/knockdown}} {{/subtlety}} {{#subtlety}} {{^knockdown}} {{/knockdown}} {{/subtlety}} {{^subtlety}} {{#knockdown}} {{/knockdown}} {{/subtlety}} {{#sensory}} {{#crit}} {{/crit}} {{/sensory}} {{#sensory}} {{^crit}} {{/crit}} {{/sensory}} {{^sensory}} {{#crit}} {{/crit}} {{/sensory}} {{#damage}} {{/damage}} {{#healing}} {{/healing}} {{#reference}} {{/reference}} {{#materials}} {{/materials}} {{#rollGreater() checktarget 0}} {{#rollTotal() checkroll checktarget}} {{/rollTotal() checkroll checktarget}} {{#rollLess() checkroll checktarget}} {{/rollLess() checkroll checktarget}} {{#rollGreater() checkroll checktarget}} {{/rollGreater() checkroll checktarget}} {{/rollGreater() checktarget 0}} {{#effects}} {{/effects}}
Range
{{range}}
Components
{{components}}
Duration
{{duration}}
{{#scroll}} Reading Time {{/scroll}} {{^scroll}} Casting Time {{/scroll}}
{{time}}
Area of Effect
{{aoe}}
Saving Throw
{{save}}
Casting Subtlety
{{subtlety}}
Knockdown
{{knockdown}}
Casting Subtlety
{{subtlety}}
Knockdown
{{knockdown}}
Sensory Signature
{{sensory}}
Critical Strikes
{{crit}}
Sensory Signature
{{sensory}}
Critical Strikes
{{crit}}
Damage: {{damage}} {{#rollGreater() d2t 0}}{{d2}}{{/rollGreater() d2t 0}} {{#rollGreater() d3t 0}}{{d3}}{{/rollGreater() d3t 0}} {{#rollGreater() d4t 0}}{{d4}}{{/rollGreater() d4t 0}} {{#rollGreater() d5t 0}}{{d5}}{{/rollGreater() d5t 0}} {{#rollGreater() d6t 0}}{{d6}}{{/rollGreater() d6t 0}} {{#rollGreater() d7t 0}}{{d7}}{{/rollGreater() d7t 0}} {{#rollGreater() d8t 0}}{{d8}}{{/rollGreater() d8t 0}} {{#rollGreater() d9t 0}}{{d9}}{{/rollGreater() d9t 0}} {{#rollGreater() d10t 0}}{{d10}}{{/rollGreater() d10t 0}} {{#rollGreater() d11t 0}}{{d11}}{{/rollGreater() d11t 0}} {{#rollGreater() d12t 0}}{{d12}}{{/rollGreater() d12t 0}} {{damagetype}}
Healing: {{healing}}
Reference: {{reference}}
Spell Materials: {{materials}}
Roll Failure Target
{{checkroll}} > {{checktarget}}
Failed! {{#fail}}
{{fail}} {{/fail}}
Failed! {{#fail}}
{{fail}} {{/fail}}
Success! {{#success}}
{{success}} {{/success}}
Effects: {{effects}} {{#c1-1}}

{{#c1-2}} {{/c1-2}} {{#c1-3}} {{/c1-3}} {{#c1-4}} {{/c1-4}} {{#c1-5}} {{/c1-5}} {{#c2-1}} {{/c2-1}} {{#c2-2}} {{/c2-2}} {{#c2-3}} {{/c2-3}} {{#c2-4}} {{/c2-4}} {{#c2-5}} {{/c2-5}} {{#c3-1}} {{#c3-2}} {{/c3-2}} {{#c3-3}} {{/c3-3}} {{#c3-4}} {{/c3-4}} {{#c3-5}} {{/c3-5}} {{/c3-1}} {{#c4-1}} {{#c4-2}} {{/c4-2}} {{#c4-3}} {{/c4-3}} {{#c4-4}} {{/c4-4}} {{#c4-5}} {{/c4-5}} {{/c4-1}} {{#c5-1}} {{#c5-2}} {{/c5-2}} {{#c5-3}} {{/c5-3}} {{#c5-4}} {{/c5-4}} {{#c5-5}} {{/c5-5}} {{/c5-1}} {{#c6-1}} {{#c6-2}} {{/c6-2}} {{#c6-3}} {{/c6-3}} {{#c6-4}} {{/c6-4}} {{#c6-5}} {{/c6-5}} {{/c6-1}} {{#c7-1}} {{#c7-2}} {{/c7-2}} {{#c7-3}} {{/c7-3}} {{#c7-4}} {{/c7-4}} {{#c7-5}} {{/c7-5}} {{/c7-1}} {{#c8-1}} {{#c8-2}} {{/c8-2}} {{#c8-3}} {{/c8-3}} {{#c8-4}} {{/c8-4}} {{#c8-5}} {{/c8-5}} {{/c8-1}} {{#c9-1}} {{#c9-2}} {{/c9-2}} {{#c9-3}} {{/c9-3}} {{#c9-4}} {{/c9-4}} {{#c9-5}} {{/c9-5}} {{/c9-1}} {{#c10-1}} {{#c10-2}} {{/c10-2}} {{#c10-3}} {{/c10-3}} {{#c10-4}} {{/c10-4}} {{#c10-5}} {{/c10-5}} {{/c10-1}} {{#c11-1}} {{#c11-2}} {{/c11-2}} {{#c11-3}} {{/c11-3}} {{#c11-4}} {{/c11-4}} {{#c11-5}} {{/c11-5}} {{/c11-1}} {{#c12-1}} {{#c12-2}} {{/c12-2}} {{#c12-3}} {{/c12-3}} {{#c12-4}} {{/c12-4}} {{#c12-5}} {{/c12-5}} {{/c12-1}} {{#c13-1}} {{#c13-2}} {{/c13-2}} {{#c13-3}} {{/c13-3}} {{#c13-4}} {{/c13-4}} {{#c13-5}} {{/c13-5}} {{/c13-1}} {{#c14-1}} {{#c14-2}} {{/c14-2}} {{#c14-3}} {{/c14-3}} {{#c14-4}} {{/c14-4}} {{#c14-5}} {{/c14-5}} {{/c14-1}} {{#c15-1}} {{#c15-2}} {{/c15-2}} {{#c15-3}} {{/c15-3}} {{#c15-4}} {{/c15-4}} {{#c15-5}} {{/c15-5}} {{/c15-1}} {{#c16-1}} {{#c16-2}} {{/c16-2}} {{#c16-3}} {{/c16-3}} {{#c16-4}} {{/c16-4}} {{#c16-5}} {{/c16-5}} {{/c16-1}} {{#c17-1}} {{#c17-2}} {{/c17-2}} {{#c17-3}} {{/c17-3}} {{#c17-4}} {{/c17-4}} {{#c17-5}} {{/c17-5}} {{/c17-1}} {{#c18-1}} {{#c18-2}} {{/c18-2}} {{#c18-3}} {{/c18-3}} {{#c18-4}} {{/c18-4}} {{#c18-5}} {{/c18-5}} {{/c18-1}} {{#c19-1}} {{#c19-2}} {{/c19-2}} {{#c19-3}} {{/c19-3}} {{#c19-4}} {{/c19-4}} {{#c19-5}} {{/c19-5}} {{/c19-1}} {{#c20-1}} {{#c20-2}} {{/c20-2}} {{#c20-3}} {{/c20-3}} {{#c20-4}} {{/c20-4}} {{#c20-5}} {{/c20-5}} {{/c20-1}} {{#c21-1}} {{#c21-2}} {{/c21-2}} {{#c21-3}} {{/c21-3}} {{#c21-4}} {{/c21-4}} {{#c21-5}} {{/c21-5}} {{/c21-1}} {{#c22-1}} {{#c22-2}} {{/c22-2}} {{#c22-3}} {{/c22-3}} {{#c22-4}} {{/c22-4}} {{#c22-5}} {{/c22-5}} {{/c22-1}} {{#c23-1}} {{#c23-2}} {{/c23-2}} {{#c23-3}} {{/c23-3}} {{#c23-4}} {{/c23-4}} {{#c23-5}} {{/c23-5}} {{/c23-1}} {{#c24-1}} {{#c24-2}} {{/c24-2}} {{#c24-3}} {{/c24-3}} {{#c24-4}} {{/c24-4}} {{#c24-5}} {{/c24-5}} {{/c24-1}} {{#c25-1}} {{#c25-2}} {{/c25-2}} {{#c25-3}} {{/c25-3}} {{#c25-4}} {{/c25-4}} {{#c25-5}} {{/c25-5}} {{/c25-1}} {{#c26-1}} {{#c26-2}} {{/c26-2}} {{#c26-3}} {{/c26-3}} {{#c26-4}} {{/c26-4}} {{#c26-5}} {{/c26-5}} {{/c26-1}} {{#c27-1}} {{#c27-2}} {{/c27-2}} {{#c27-3}} {{/c27-3}} {{#c27-4}} {{/c27-4}} {{#c27-5}} {{/c27-5}} {{/c27-1}} {{#c28-1}} {{#c28-2}} {{/c28-2}} {{#c28-3}} {{/c28-3}} {{#c28-4}} {{/c28-4}} {{#c28-5}} {{/c28-5}} {{/c28-1}} {{#c29-1}} {{#c29-2}} {{/c29-2}} {{#c29-3}} {{/c29-3}} {{#c29-4}} {{/c29-4}} {{#c29-5}} {{/c29-5}} {{/c29-1}} {{#c30-1}} {{#c30-2}} {{/c30-2}} {{#c30-3}} {{/c30-3}} {{#c30-4}} {{/c30-4}} {{#c30-5}} {{/c30-5}} {{/c30-1}}
{{c1-1}}{{c1-2}}{{c1-3}}{{c1-4}}{{c1-5}}
{{c2-1}}{{c2-2}}{{c2-3}}{{c2-4}}{{c2-5}}
{{c3-1}}{{c3-2}}{{c3-3}}{{c3-4}}{{c3-5}}
{{c4-1}}{{c4-2}}{{c4-3}}{{c4-4}}{{c4-5}}
{{c5-1}}{{c5-2}}{{c5-3}}{{c5-4}}{{c5-5}}
{{c6-1}}{{c6-2}}{{c6-3}}{{c6-4}}{{c6-5}}
{{c7-1}}{{c7-2}}{{c7-3}}{{c7-4}}{{c7-5}}
{{c8-1}}{{c8-2}}{{c8-3}}{{c8-4}}{{c8-5}}
{{c9-1}}{{c9-2}}{{c9-3}}{{c9-4}}{{c9-5}}
{{c10-1}}{{c10-2}}{{c10-3}}{{c10-4}}{{c10-5}}
{{c11-1}}{{c11-2}}{{c11-3}}{{c11-4}}{{c11-5}}
{{c12-1}}{{c12-2}}{{c12-3}}{{c12-4}}{{c12-5}}
{{c13-1}}{{c13-2}}{{c13-3}}{{c13-4}}{{c13-5}}
{{c14-1}}{{c14-2}}{{c14-3}}{{c14-4}}{{c14-5}}
{{c15-1}}{{c15-2}}{{c15-3}}{{c15-4}}{{c15-5}}
{{c16-1}}{{c16-2}}{{c16-3}}{{c16-4}}{{c16-5}}
{{c17-1}}{{c17-2}}{{c17-3}}{{c17-4}}{{c17-5}}
{{c18-1}}{{c18-2}}{{c18-3}}{{c18-4}}{{c18-5}}
{{c19-1}}{{c19-2}}{{c19-3}}{{c19-4}}{{c19-5}}
{{c20-1}}{{c20-2}}{{c20-3}}{{c20-4}}{{c20-5}}
{{c21-1}}{{c21-2}}{{c21-3}}{{c21-4}}{{c21-5}}
{{c22-1}}{{c22-2}}{{c22-3}}{{c22-4}}{{c22-5}}
{{c23-1}}{{c23-2}}{{c23-3}}{{c23-4}}{{c23-5}}
{{c24-1}}{{c24-2}}{{c24-3}}{{c24-4}}{{c24-5}}
{{c25-1}}{{c25-2}}{{c25-3}}{{c25-4}}{{c25-5}}
{{c26-1}}{{c26-2}}{{c26-3}}{{c26-4}}{{c26-5}}
{{c27-1}}{{c27-2}}{{c27-3}}{{c27-4}}{{c27-5}}
{{c28-1}}{{c28-2}}{{c28-3}}{{c28-4}}{{c28-5}}
{{c29-1}}{{c29-2}}{{c29-3}}{{c29-4}}{{c29-5}}
{{c30-1}}{{c30-2}}{{c30-3}}{{c30-4}}{{c30-5}}
{{/c1-1}} {{#effects2}}
{{effects2}} {{/effects2}}
{{#subtitle}} {{/subtitle}}
{{title}}
{{subtitle}}
{{#reference}} {{/reference}} {{#effects}} {{/effects}}
Reading Time
{{time}}
Duration
{{duration}}
Reference: {{reference}}
Effects: {{effects}}
{{#title}} {{/title}} {{^title}} {{/title}} {{#subtitle}} {{/subtitle}} {{^subtitle}} {{#character}} {{/character}} {{/subtitle}}
{{title}}
Save vs. {{savevs}}
{{subtitle}}
for {{character}}
{{#rollTotal() saveroll savetarget}} {{#rollWasFumble() saveroll}} {{/rollWasFumble() saveroll}} {{#^rollWasFumble() saveroll}} {{/^rollWasFumble() saveroll}} {{/rollTotal() saveroll savetarget}} {{#rollGreater() saveroll savetarget}} {{#rollWasFumble() saveroll}} {{/rollWasFumble() saveroll}} {{#^rollWasFumble() saveroll}} {{/^rollWasFumble() saveroll}} {{/rollGreater() saveroll savetarget}} {{#rollLess() saveroll savetarget}} {{#rollWasFumble() saveroll}} {{/rollWasFumble() saveroll}} {{#^rollWasFumble() saveroll}} {{/^rollWasFumble() saveroll}} {{/rollLess() saveroll savetarget}}
Roll Target
{{saveroll}} {{savetarget}}
CRITICAL FAILURE! {{#fumble}}
{{fumble}} {{/fumble}}
Success! {{#success}}
{{success}} {{/success}}
CRITICAL FAILURE! {{#fumble}}
{{fumble}} {{/fumble}}
Success! {{#success}}
{{success}} {{/success}}
CRITICAL FAILURE! {{#fail}}
{{fail}} {{/fail}}
Failed! {{#fail}}
{{fail}} {{/fail}}
{{#title}} {{/title}} {{^title}} {{/title}} {{#subtitle}} {{/subtitle}} {{^subtitle}} {{#character}} {{/character}} {{/subtitle}}
{{title}}
{{checkvs}}
{{subtitle}}
for {{character}}
{{#rollTotal() checkroll checktarget}} {{#rollWasCrit() checkroll}} {{#crit}} {{/crit}} {{^crit}} {{/crit}} {{/rollWasCrit() checkroll}} {{#rollWasFumble() checkroll}} {{#fumble}} {{/fumble}} {{^fumble}} {{/fumble}} {{/rollWasFumble() checkroll}} {{#^rollWasCrit() checkroll}} {{#^rollWasFumble() checkroll}} {{/^rollWasFumble() checkroll}} {{/^rollWasCrit() checkroll}} {{/rollTotal() checkroll checktarget}} {{#rollLess() checkroll checktarget}} {{#rollWasCrit() checkroll}} {{#crit}} {{/crit}} {{^crit}} {{/crit}} {{/rollWasCrit() checkroll}} {{#rollWasFumble() checkroll}} {{#fumble}} {{/fumble}} {{^fumble}} {{/fumble}} {{/rollWasFumble() checkroll}} {{#^rollWasCrit() checkroll}} {{#^rollWasFumble() checkroll}} {{/^rollWasFumble() checkroll}} {{/^rollWasCrit() checkroll}} {{/rollLess() checkroll checktarget}} {{#rollGreater() checkroll checktarget}} {{#rollWasFumble() checkroll}} {{#fumble}} {{/fumble}} {{^fumble}} {{/fumble}} {{/rollWasFumble() checkroll}} {{#^rollWasFumble() checkroll}} {{/^rollWasFumble() checkroll}} {{/rollGreater() checkroll checktarget}}
Roll Target
{{checkroll}} {{checktarget}}
CRITICAL SUCCESS! {{#crit}}
{{crit}} {{/crit}}
Success! {{#success}}
{{success}} {{/success}}
CRITICAL FAILURE! {{#fumble}}
{{fumble}} {{/fumble}}
Success! {{#success}}
{{success}} {{/success}}
Success! {{#success}}
{{success}} {{/success}}
CRITICAL SUCCESS! {{#crit}}
{{crit}} {{/crit}}
Success! {{#success}}
{{success}} {{/success}}
CRITICAL FAILURE! {{#fumble}}
{{fumble}} {{/fumble}}
Success! {{#success}}
{{success}} {{/success}}
Success! {{#success}}
{{success}} {{/success}}
CRITICAL FAILURE! {{#fail}}
{{fail}} {{/fail}}
Failed! {{#fail}}
{{fail}} {{/fail}}
Failed! {{#fail}}
{{fail}} {{/fail}}
{{#title}} {{/title}} {{^title}} {{/title}} {{#subtitle}} {{/subtitle}} {{^subtitle}} {{#character}} {{/character}} {{/subtitle}}
{{title}}
{{checkvs}}
{{subtitle}}
for {{character}}
{{#rollTotal() checkroll checktarget}} {{/rollTotal() checkroll checktarget}} {{#rollLess() checkroll checktarget}} {{/rollLess() checkroll checktarget}} {{#rollGreater() checkroll checktarget}} {{/rollGreater() checkroll checktarget}}
Roll Target
{{checkroll}} > {{checktarget}}
Failed! {{#fail}}
{{fail}} {{/fail}}
Failed! {{#fail}}
{{fail}} {{/fail}}
Success! {{#success}}
{{success}} {{/success}}
Grenade-like miss for {{name}}
{{#rollTotal() direction 1}} scatter diagram {{/rollTotal() direction 1}} {{#rollTotal() direction 2}} scatter diagram {{/rollTotal() direction 2}} {{#rollTotal() direction 3}} scatter diagram {{/rollTotal() direction 3}} {{#rollTotal() direction 4}} scatter diagram {{/rollTotal() direction 4}} {{#rollTotal() direction 5}} scatter diagram {{/rollTotal() direction 5}} {{#rollTotal() direction 6}} scatter diagram {{/rollTotal() direction 6}} {{#rollTotal() direction 7}} scatter diagram {{/rollTotal() direction 7}} {{#rollBetween() direction 8 10}} scatter diagram {{/rollBetween() direction 8 10}} {{#^rollBetween() direction 1 10}} scatter diagram {{/^rollBetween() direction 1 10}}
{{#rollTotal() computed::hit 1}} {{/rollTotal() computed::hit 1}} {{#rollTotal() computed::hit 0}} {{/rollTotal() computed::hit 0}} {{#splashdmg}} {{#rollTotal() computed::hit 1}} {{/rollTotal() computed::hit 1}} {{#rollTotal() computed::hit 0}} {{#rollTotal() computed::splash 1}} {{/rollTotal() computed::splash 1}} {{#rollTotal() computed::splash 0}} {{/rollTotal() computed::splash 0}} {{/rollTotal() computed::hit 0}} {{/splashdmg}} {{#bounce}} {{/bounce}}
Direction: {{direction}}
Distance ({{distancename}}): {{distance}} Feet
Direct Hit:
({{aoe}} Feet Diameter)
Hit!
{{hitdmg}}
Miss!
{{hitdmg}}
Splash Hit:
({{aoesplash}} Feet Diameter)
Info
{{splashdmg}}
Hit!
{{splashdmg}}
Miss!
{{splashdmg}}

The boulder bounces and rolls for {{bounce}} feet, {{#^rollBetween() direction 2 7}}following the original line of attack.{{/^rollBetween() direction 2 7}} {{#rollBetween() direction 2 7}}moving roughly 45 to 60 degrees off the original line of attack.{{/rollBetween() direction 2 7}}

In an open area:
For each character the boulder moves though, reroll to-hit with a -2 penalty for each 10 feet, or fraction thereof, the boulder has bounced since it hit.

In an area where movement is restricted—a formation of pikemen or a large party in a 10-foot wide corridor:
The boulder strikes all targets in its path.

{{name}} vs {{target}}
({{size}}{{#type}}, {{type}}{{/type}}) ({{targetsize}})
{{#damage}} {{/damage}} {{#hits}} {{/hits}} {{#allprops() name size type target targetsize character attack multiplier damage hits grazed struck injured broken crushed severed minorbleeding majorbleeding severebleeding bleedingnote color}} {{/allprops() name size type target targetsize character attack multiplier damage hits grazed struck injured broken crushed severed minorbleeding majorbleeding severebleeding bleedingnote color}}
{{character}} critically hits with a {{attack}}
Dealing {{multiplier}}: {{damage}} damage
{{hits}}
{{key}}

{{value}}

{{#grazed}}
Grazed, Singed, Chilled, Bruised
Magical healing: (fix and hp gained)
  • Cure light wounds
  • Any magical healing capable of 4+
Natural healing:
  • As if 1d6 damage
{{/grazed}} {{#struck}}
Struck, Blistered
Magical healing: (fix and hp gained)
  • Cure light wounds
  • Any magical healing capable of 5+
Natural healing:
  • As if 2d6 damage
{{/struck}} {{#injured}}
Injured, Burned, Frostbitten
Magical healing: (fix and hp gained)
  • Cure serious wounds
  • Any magical healing capable of 10+
Natural healing:
  • As if 10d6 damage
{{/injured}} {{#broken}}
Broken
Magical healing:(fix only, no hp gained)
  • Cure serious wounds
Natural healing:
  • As if 20d6 damage
Max hp reduction:
  • Arms 25%
  • Ribs, legs 50%
  • Other 75%
{{/broken}} {{#crushed}}
Crushed, Shattered, Frozen, Destroyed
Magical healing: (fix only, no hp gained)
  • Cure critical wounds
  • Any magical healing capable of 20+
Natural healing:
  • Never
Max hp reduction:
  • Shoulders, hips, limbs 50%
  • Other 75%
Note: Bones (if any) are considered Broken
{{/crushed}} {{#frozen}}
Note: A frozen result kills the affected tissue; without access to powerful healing magic, the victim must have a frozen limb removed within 1d3 days to prevent lethal infection or gangrene.
{{/frozen}} {{#severed}}
Severed, Dissolved, Incinerated
Magical healing:
  • Regeneration spell
Natural healing:
  • Never
Max hp reduction:
  • Partial limb 25%
  • Complete limb 50%
Note: Cannot independently move or attack for 2d10 weeks. At the DM's discretion, if "only" a hand or foot, limited actions can be performed after 1d6 rounds of being stunned, by passing a System Shock roll. Creatures with more than four libs (insects or octopus-like) are slightly more resistant to this sort of trauma and may fight after one or two rounds of being stunned.
If compensated with a wooden leg or hook, the hit point loss may be reduced by one step
{{/severed}} {{#minorbleeding}}
Minor Bleeding
Damage: 1d2 per full turn
Stop bleeding: (fix and hp gained)
  • Any magical healing
  • Save vs Death after every bleeding damage to naturally stop
  • Bandages from any character (including the injured), 1d6 combat rounds or 1 one-minute round
{{/minorbleeding}} {{#majorbleeding}}
Major Bleeding
Damage: 1d2 per combat round
Stop bleeding: (fix and hp gained)
  • Cure light wounds
  • Any magical healing capable of 5+
  • Successful Healing proficiency check
  • Successful Intelligence check reduces bleeding to minor
{{/majorbleeding}} {{#severebleeding}}
Severe Bleeding
Damage: 10-60% (1d6*10%) max hp per combat round
Stop bleeding:
  • Cure critical wounds stops the bleeding
  • Cure serious wounds or any magical healing capable of 10+ reduces bleeding to minor
  • Cure light wound or any magical healing capable of 5+ reduces bleeding to major
  • Torso, Abdomen, Head: Successful Healing proficiency check -4 reduces bleeding to major
  • Limb: Successful Healing proficiency check reduces bleeding to major
  • Limb: Successful Intelligence check -4 reduces bleeding to major
{{/severebleeding}} {{#bleedingnote}}
Bleeding from several wounds is cumulative
All bleeding "stops" and becomes 1 hp per round once character hits 0 or less hp
{{/bleedingnote}}
{{#subtitle}} {{/subtitle}} {{^subtitle}} {{#discipline}} {{#tier}} {{/tier}} {{/discipline}} {{/subtitle}}
{{title}}
{{subtitle}}
{{discipline}} * {{tier}}
{{#powerscoretext}} {{/powerscoretext}} {{#initial}} {{#maintenance}} {{/maintenance}} {{/initial}} {{#range}} {{#aoe}} {{/aoe}} {{/range}} {{#prep}} {{#prereq}} {{/prereq}} {{/prep}} {{#damage}} {{/damage}} {{#healing}} {{/healing}} {{#reference}} {{/reference}} {{#rollGreater() powerscoreenhanced powerscore}} {{#rollBetween() powerroll computed::powerscore computed::powerscoreenhanced}} {{/rollBetween() powerroll computed::powerscore computed::powerscoreenhanced}} {{#rollGreater() powerroll computed::powerscoreenhanced}} {{#rollLess() powerscoreenhanced 20}} {{#^rollTotal() powerroll 20}} {{#^rollTotal() powerroll 1}} {{/^rollTotal() powerroll 1}} {{/^rollTotal() powerroll 20}} {{/rollLess() powerscoreenhanced 20}} {{#rollGreater() powerscoreenhanced 19}} {{/rollGreater() powerscoreenhanced 19}} {{/rollGreater() powerroll computed::powerscoreenhanced}} {{#rollLess() powerscoreenhanced 20}} {{#rollTotal() powerroll 20}} {{/rollTotal() powerroll 20}} {{/rollLess() powerscoreenhanced 20}} {{#rollTotal() powerroll 1}} {{#rollLess() powerscoreenhanced 1}} {{/rollLess() powerscoreenhanced 1}} {{/rollTotal() powerroll 1}} {{#rollLess() powerroll computed::powerscore}} {{/rollLess() powerroll computed::powerscore}} {{/rollGreater() powerscoreenhanced powerscore}} {{#^rollGreater() powerscoreenhanced powerscore}} {{#rollTotal() powerroll computed::powerscore}} {{/rollTotal() powerroll computed::powerscore}} {{#rollGreater() powerroll computed::powerscore}} {{#rollLess() powerscore 20}} {{#^rollTotal() powerroll 20}} {{#^rollTotal() powerroll 1}} {{/^rollTotal() powerroll 1}} {{/^rollTotal() powerroll 20}} {{/rollLess() powerscore 20}} {{#rollGreater() powerscore 19}} {{/rollGreater() powerscore 19}} {{/rollGreater() powerroll computed::powerscore}} {{#rollTotal() powerroll 20}} {{#rollLess() powerscore 20}} {{/rollLess() powerscore 20}} {{/rollTotal() powerroll 20}} {{#rollTotal() powerroll 1}} {{#^rollTotal() powerscore 1}} {{/^rollTotal() powerscore 1}} {{/rollTotal() powerroll 1}} {{#rollLess() powerroll computed::powerscore}} {{#^rollTotal() powerroll 1}} {{/^rollTotal() powerroll 1}} {{/rollLess() powerroll computed::powerscore}} {{/^rollGreater() powerscoreenhanced powerscore}} {{#effects}} {{/effects}}
Power Score: {{powerscoretext}}
Initial Cost
{{initial}}
Maintenance Cost
{{maintenance}}
Range
{{range}}
Area of Effect
{{aoe}}
Preparation Time
{{prep}}
Prerequisites
{{prereq}}
Damage: {{damage}} {{#rollGreater() d2t 0}}{{d2}}{{/rollGreater() d2t 0}} {{#rollGreater() d3t 0}}{{d3}}{{/rollGreater() d3t 0}} {{#rollGreater() d4t 0}}{{d4}}{{/rollGreater() d4t 0}} {{#rollGreater() d5t 0}}{{d5}}{{/rollGreater() d5t 0}} {{#rollGreater() d6t 0}}{{d6}}{{/rollGreater() d6t 0}} {{#rollGreater() d7t 0}}{{d7}}{{/rollGreater() d7t 0}} {{#rollGreater() d8t 0}}{{d8}}{{/rollGreater() d8t 0}} {{#rollGreater() d9t 0}}{{d9}}{{/rollGreater() d9t 0}} {{#rollGreater() d10t 0}}{{d10}}{{/rollGreater() d10t 0}} {{#rollGreater() d11t 0}}{{d11}}{{/rollGreater() d11t 0}} {{#rollGreater() d12t 0}}{{d12}}{{/rollGreater() d12t 0}} {{damagetype}}
Healing: {{healing}}
Reference: {{reference}}
Roll Power Score
{{powerroll}} {{computed::powerscore}}{{#^rollTotal() powerscore computed::powerscore}}*{{/^rollTotal() powerscore computed::powerscore}} {{#rollGreater() powerscoreenhanced powerscore}} - {{computed::powerscoreenhanced}}{{#^rollTotal() powerscoreenhanced computed::powerscoreenhanced}}*{{/^rollTotal() powerscoreenhanced computed::powerscoreenhanced}} {{/rollGreater() powerscoreenhanced powerscore}}
Power Score! {{#powerscoreeffect}}
{{powerscoreeffect}} {{/powerscoreeffect}}
Failed! {{#fail}}
{{fail}} {{/fail}}
Failed! {{#fail}}
{{fail}} {{/fail}}
20 Negative effect! {{#20effect}}
{{20effect}} {{/20effect}}
Success! {{#success}}
{{success}} {{/success}}
Success! {{#success}}
{{success}} {{/success}}
Power Score! {{#powerscoreeffect}}
{{powerscoreeffect}} {{/powerscoreeffect}}
Failed! {{#fail}}
{{fail}} {{/fail}}
Failed! {{#fail}}
{{fail}} {{/fail}}
20 Negative effect! {{#20effect}}
{{20effect}} {{/20effect}}
Minimum Success! {{#1effect}}
{{1effect}} {{/1effect}}
Success! {{#success}}
{{success}} {{/success}}
Effects: {{effects}} {{#c1-1}}

{{#c1-2}} {{/c1-2}} {{#c1-3}} {{/c1-3}} {{#c1-4}} {{/c1-4}} {{#c1-5}} {{/c1-5}} {{#c2-1}} {{/c2-1}} {{#c2-2}} {{/c2-2}} {{#c2-3}} {{/c2-3}} {{#c2-4}} {{/c2-4}} {{#c2-5}} {{/c2-5}} {{#c3-1}} {{#c3-2}} {{/c3-2}} {{#c3-3}} {{/c3-3}} {{#c3-4}} {{/c3-4}} {{#c3-5}} {{/c3-5}} {{/c3-1}} {{#c4-1}} {{#c4-2}} {{/c4-2}} {{#c4-3}} {{/c4-3}} {{#c4-4}} {{/c4-4}} {{#c4-5}} {{/c4-5}} {{/c4-1}} {{#c5-1}} {{#c5-2}} {{/c5-2}} {{#c5-3}} {{/c5-3}} {{#c5-4}} {{/c5-4}} {{#c5-5}} {{/c5-5}} {{/c5-1}} {{#c6-1}} {{#c6-2}} {{/c6-2}} {{#c6-3}} {{/c6-3}} {{#c6-4}} {{/c6-4}} {{#c6-5}} {{/c6-5}} {{/c6-1}} {{#c7-1}} {{#c7-2}} {{/c7-2}} {{#c7-3}} {{/c7-3}} {{#c7-4}} {{/c7-4}} {{#c7-5}} {{/c7-5}} {{/c7-1}} {{#c8-1}} {{#c8-2}} {{/c8-2}} {{#c8-3}} {{/c8-3}} {{#c8-4}} {{/c8-4}} {{#c8-5}} {{/c8-5}} {{/c8-1}} {{#c9-1}} {{#c9-2}} {{/c9-2}} {{#c9-3}} {{/c9-3}} {{#c9-4}} {{/c9-4}} {{#c9-5}} {{/c9-5}} {{/c9-1}} {{#c10-1}} {{#c10-2}} {{/c10-2}} {{#c10-3}} {{/c10-3}} {{#c10-4}} {{/c10-4}} {{#c10-5}} {{/c10-5}} {{/c10-1}} {{#c11-1}} {{#c11-2}} {{/c11-2}} {{#c11-3}} {{/c11-3}} {{#c11-4}} {{/c11-4}} {{#c11-5}} {{/c11-5}} {{/c11-1}} {{#c12-1}} {{#c12-2}} {{/c12-2}} {{#c12-3}} {{/c12-3}} {{#c12-4}} {{/c12-4}} {{#c12-5}} {{/c12-5}} {{/c12-1}} {{#c13-1}} {{#c13-2}} {{/c13-2}} {{#c13-3}} {{/c13-3}} {{#c13-4}} {{/c13-4}} {{#c13-5}} {{/c13-5}} {{/c13-1}} {{#c14-1}} {{#c14-2}} {{/c14-2}} {{#c14-3}} {{/c14-3}} {{#c14-4}} {{/c14-4}} {{#c14-5}} {{/c14-5}} {{/c14-1}} {{#c15-1}} {{#c15-2}} {{/c15-2}} {{#c15-3}} {{/c15-3}} {{#c15-4}} {{/c15-4}} {{#c15-5}} {{/c15-5}} {{/c15-1}} {{#c16-1}} {{#c16-2}} {{/c16-2}} {{#c16-3}} {{/c16-3}} {{#c16-4}} {{/c16-4}} {{#c16-5}} {{/c16-5}} {{/c16-1}} {{#c17-1}} {{#c17-2}} {{/c17-2}} {{#c17-3}} {{/c17-3}} {{#c17-4}} {{/c17-4}} {{#c17-5}} {{/c17-5}} {{/c17-1}} {{#c18-1}} {{#c18-2}} {{/c18-2}} {{#c18-3}} {{/c18-3}} {{#c18-4}} {{/c18-4}} {{#c18-5}} {{/c18-5}} {{/c18-1}} {{#c19-1}} {{#c19-2}} {{/c19-2}} {{#c19-3}} {{/c19-3}} {{#c19-4}} {{/c19-4}} {{#c19-5}} {{/c19-5}} {{/c19-1}} {{#c20-1}} {{#c20-2}} {{/c20-2}} {{#c20-3}} {{/c20-3}} {{#c20-4}} {{/c20-4}} {{#c20-5}} {{/c20-5}} {{/c20-1}} {{#c21-1}} {{#c21-2}} {{/c21-2}} {{#c21-3}} {{/c21-3}} {{#c21-4}} {{/c21-4}} {{#c21-5}} {{/c21-5}} {{/c21-1}} {{#c22-1}} {{#c22-2}} {{/c22-2}} {{#c22-3}} {{/c22-3}} {{#c22-4}} {{/c22-4}} {{#c22-5}} {{/c22-5}} {{/c22-1}} {{#c23-1}} {{#c23-2}} {{/c23-2}} {{#c23-3}} {{/c23-3}} {{#c23-4}} {{/c23-4}} {{#c23-5}} {{/c23-5}} {{/c23-1}} {{#c24-1}} {{#c24-2}} {{/c24-2}} {{#c24-3}} {{/c24-3}} {{#c24-4}} {{/c24-4}} {{#c24-5}} {{/c24-5}} {{/c24-1}} {{#c25-1}} {{#c25-2}} {{/c25-2}} {{#c25-3}} {{/c25-3}} {{#c25-4}} {{/c25-4}} {{#c25-5}} {{/c25-5}} {{/c25-1}} {{#c26-1}} {{#c26-2}} {{/c26-2}} {{#c26-3}} {{/c26-3}} {{#c26-4}} {{/c26-4}} {{#c26-5}} {{/c26-5}} {{/c26-1}} {{#c27-1}} {{#c27-2}} {{/c27-2}} {{#c27-3}} {{/c27-3}} {{#c27-4}} {{/c27-4}} {{#c27-5}} {{/c27-5}} {{/c27-1}} {{#c28-1}} {{#c28-2}} {{/c28-2}} {{#c28-3}} {{/c28-3}} {{#c28-4}} {{/c28-4}} {{#c28-5}} {{/c28-5}} {{/c28-1}} {{#c29-1}} {{#c29-2}} {{/c29-2}} {{#c29-3}} {{/c29-3}} {{#c29-4}} {{/c29-4}} {{#c29-5}} {{/c29-5}} {{/c29-1}} {{#c30-1}} {{#c30-2}} {{/c30-2}} {{#c30-3}} {{/c30-3}} {{#c30-4}} {{/c30-4}} {{#c30-5}} {{/c30-5}} {{/c30-1}}
{{c1-1}}{{c1-2}}{{c1-3}}{{c1-4}}{{c1-5}}
{{c2-1}}{{c2-2}}{{c2-3}}{{c2-4}}{{c2-5}}
{{c3-1}}{{c3-2}}{{c3-3}}{{c3-4}}{{c3-5}}
{{c4-1}}{{c4-2}}{{c4-3}}{{c4-4}}{{c4-5}}
{{c5-1}}{{c5-2}}{{c5-3}}{{c5-4}}{{c5-5}}
{{c6-1}}{{c6-2}}{{c6-3}}{{c6-4}}{{c6-5}}
{{c7-1}}{{c7-2}}{{c7-3}}{{c7-4}}{{c7-5}}
{{c8-1}}{{c8-2}}{{c8-3}}{{c8-4}}{{c8-5}}
{{c9-1}}{{c9-2}}{{c9-3}}{{c9-4}}{{c9-5}}
{{c10-1}}{{c10-2}}{{c10-3}}{{c10-4}}{{c10-5}}
{{c11-1}}{{c11-2}}{{c11-3}}{{c11-4}}{{c11-5}}
{{c12-1}}{{c12-2}}{{c12-3}}{{c12-4}}{{c12-5}}
{{c13-1}}{{c13-2}}{{c13-3}}{{c13-4}}{{c13-5}}
{{c14-1}}{{c14-2}}{{c14-3}}{{c14-4}}{{c14-5}}
{{c15-1}}{{c15-2}}{{c15-3}}{{c15-4}}{{c15-5}}
{{c16-1}}{{c16-2}}{{c16-3}}{{c16-4}}{{c16-5}}
{{c17-1}}{{c17-2}}{{c17-3}}{{c17-4}}{{c17-5}}
{{c18-1}}{{c18-2}}{{c18-3}}{{c18-4}}{{c18-5}}
{{c19-1}}{{c19-2}}{{c19-3}}{{c19-4}}{{c19-5}}
{{c20-1}}{{c20-2}}{{c20-3}}{{c20-4}}{{c20-5}}
{{c21-1}}{{c21-2}}{{c21-3}}{{c21-4}}{{c21-5}}
{{c22-1}}{{c22-2}}{{c22-3}}{{c22-4}}{{c22-5}}
{{c23-1}}{{c23-2}}{{c23-3}}{{c23-4}}{{c23-5}}
{{c24-1}}{{c24-2}}{{c24-3}}{{c24-4}}{{c24-5}}
{{c25-1}}{{c25-2}}{{c25-3}}{{c25-4}}{{c25-5}}
{{c26-1}}{{c26-2}}{{c26-3}}{{c26-4}}{{c26-5}}
{{c27-1}}{{c27-2}}{{c27-3}}{{c27-4}}{{c27-5}}
{{c28-1}}{{c28-2}}{{c28-3}}{{c28-4}}{{c28-5}}
{{c29-1}}{{c29-2}}{{c29-3}}{{c29-4}}{{c29-5}}
{{c30-1}}{{c30-2}}{{c30-3}}{{c30-4}}{{c30-5}}
{{/c1-1}} {{#effects2}}
{{effects2}} {{/effects2}}